Mesh bundle, 3D model render, 3D Lighting, 3D Physics - SDK V2

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Template for a basketball game with a 3D aspect (illusion of 3D)
  • The plane built-in model has been updated in v1.17.0 to remove the unnecessary side faces, keeping only the top and bottom geometry with a 10x10 vertex grid for proper vertex lighting. The bottom face UVs are now mirrored so that the texture matches the front when viewed through transparency, making semi-transparent planes look correct from both sides. When setting up physics for the plane in Rapier 3D, use the Box collision shape — the plane is physically a very thin box with transparent sides, so a box collider matches its actual geometry.

  • GltfStatic v1.20.0 — Correct Skinned Mesh Orientation for Blender Exports

    March 16, 2026

    This release fixes a longstanding issue where skinned (animated) models exported from Blender appeared at the wrong scale or orientation in Construct 3.

    The Problem

    Blender exports glTF files with an "Armature" node above the skeleton that carries a 90° X rotation (converting Blender's Z-up to glTF's Y-up) and a scale factor. Previously, the plugin ignored these non-joint ancestor nodes when computing bone matrices, causing animated models to render with incorrect size and rotation.

    The Fix

    v1.20.0 introduces Root Ancestor Transform (RAT) — the plugin now detects non-joint ancestor nodes above the skeleton root, computes their combined transform, and applies it to root joint world matrices during animation. This means the full scene hierarchy is respected without adding overhead to the per-vertex skinning pipeline.

    Additional fixes in this release:

    - Rotation order mismatch — Editor and runtime now both use intrinsic XYZ rotation order, so object rotations match between preview and gameplay.

    - Editor double-scaling — Skinned meshes in the editor no longer have world transforms baked into their vertex positions, fixing a size mismatch with runtime.

    - Removed workarounds — The IBM scale normalization hack and +180° Y rotation offset are no longer needed and have been removed, simplifying the codebase.

    Upgrade

    Drop in the new .c3addon — no project changes needed. Models that previously required manual scale/rotation compensation should now display correctly out of the box.

    github.com/MikalDev/gltf-plugins/releases/tag/v1.20.0

  • Update - 3D Model Quaternion support for physics. Thank you Diego

    kindeyegames.itch.io/c3-3d-bundle/devlog/1462914/quaternion-for-3d-model

    Mesh

    Multi-ray shadow occlusion: 5 rays (center + top/bottom/left/right) for smooth penumbra instead of binary on/off shadows

    New action: SetShadowRayCount — choose Simple (1 ray, binary) or Smooth (5 rays, gradual)

    New expression: ShadowRayCount — returns current ray count (1 or 5)

    Uses _RaycastFromSelf with offset params and 0x8000 light occluder filter

    Debug panel shows ray hit count (e.g. "OCCLUDED 3/5 rays (0.52x)")

    Physics

    - Model3D direct quaternion support

    - Model3D rotation: replaced delta-euler approach with 90° Y-axis quaternion correction

    - Removed _prevPhysicsQuat and _eulerToQuaternion (no longer needed)

    - Model3D position: removed depth/2 Z-offset (origin is center)

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  • Mesh:

    v1.22.0 — Bounding Box Scale

    Added a BBox Scale property to control the bounding box size independently from the model. Set it in the editor or at

    runtime with the new SetBBoxScale action — useful for tuning physics colliders and frustum culling without changing

    your model's visual scale. Also includes updated C3 SDK type definitions.

    v1.23.0 — Morph Targets (Blend Shapes)

    Full morph target support is here. Blend shapes from your glTF models now animate automatically — facial expressions,

    damage states, character customization, anything driven by shape keys. Works with or without a skeleton, blends

    smoothly during animation crossfades, and can be controlled manually via the new SetMorphWeight action for scripted

    deformation. New ACEs: SetMorphWeight, HasMorphTargets, MorphTargetCount, and MorphWeight.

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